TFKClasses
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TFKClasses
I am currently working on the class system for this server. The plugin loads, and has a basic help and data retention system. Further updates will be posted.
Kovu- Member
- Posts : 8
Join date : 2013-04-20
Re: TFKClasses
The classes won't stack, and they'll be settable with signs, at some point. They give abilities and will for dev purposes use commands for now. There is no prefix, and they override each other.
Kovu- Member
- Posts : 8
Join date : 2013-04-20
Re: TFKClasses
Another update:
I've got the class superclass partially started on. We have room for 4 more classes per faction easily, if we keep with my coding scheme. Infinitely more if we don't.
I have a couple of ideas for abilities, one being a lighting strike for higher level mages and a selective invisible from certain characters for a short time for assassins.
I've got the class superclass partially started on. We have room for 4 more classes per faction easily, if we keep with my coding scheme. Infinitely more if we don't.
I have a couple of ideas for abilities, one being a lighting strike for higher level mages and a selective invisible from certain characters for a short time for assassins.
Kovu- Member
- Posts : 8
Join date : 2013-04-20
Re: TFKClasses
Hey, remember, Classes are available for every Kingdom, and none are limited to buying any of them...
And yes your ideas sound great, but I would recommend making them classes on a high tier so that they take long to work to purchase as them abilities are quite an advantage.
I think maybe we should do it this way
Tier 1 (Lowest Classes) $1500 Each ?
Warrior - Slightly higher attack once wearing all iron Armour
Archer - Higher Projectile Rate when wearing all leather Armour
Tier 2 (Medium Classes) $7000 Each ? Or Varied
Lots of varied classes in Tier 2, such as Paladin, Elf, Marksman, Mage. Just go through the kingdoms, we have the 'Asassins' the 'Fighters' the 'Archers' and the 'Mages' so we should try to dominate these areas and make classes that work around them.
Tier 3 (Donator Classes) These classes can be purchased from buying a donator membership rank.
Something like, Wizard?
Something like, Death Lord?
Make them small and limited at the moment as we can always improve and add classes.
What do you think about them classes?
And yes your ideas sound great, but I would recommend making them classes on a high tier so that they take long to work to purchase as them abilities are quite an advantage.
I think maybe we should do it this way
Tier 1 (Lowest Classes) $1500 Each ?
Warrior - Slightly higher attack once wearing all iron Armour
Archer - Higher Projectile Rate when wearing all leather Armour
Tier 2 (Medium Classes) $7000 Each ? Or Varied
Lots of varied classes in Tier 2, such as Paladin, Elf, Marksman, Mage. Just go through the kingdoms, we have the 'Asassins' the 'Fighters' the 'Archers' and the 'Mages' so we should try to dominate these areas and make classes that work around them.
Tier 3 (Donator Classes) These classes can be purchased from buying a donator membership rank.
Something like, Wizard?
Something like, Death Lord?
Make them small and limited at the moment as we can always improve and add classes.
What do you think about them classes?
Re: TFKClasses
Are the classes going to organized in a linear manner,
1 -2 -3 -4
or are they going to be like a tech tree? I'm doing linear right now, for the framework.
1 -2 -3 -4
or are they going to be like a tech tree? I'm doing linear right now, for the framework.
Kovu- Member
- Posts : 8
Join date : 2013-04-20
Re: TFKClasses
Well, players will be able to purchase any of the classes without limitation of buying a low tier first if thats what you mean.
They will simply have low cheap Classes (Tier 1)
medium costly Classes (Tier 2)
high donor rank classes (Tier 3)
They will simply have low cheap Classes (Tier 1)
medium costly Classes (Tier 2)
high donor rank classes (Tier 3)
Re: TFKClasses
But remember that in the Quests people must be able to gain additional abilities and a prefixed title, aside from whether they have a class attached to themselves.
Re: TFKClasses
UPDATE:
The plugin now gets a list of players to be added into a group, which will be read from a text or cfg file. Haven't decided which yet, any input or preference?
It also retains this data, even upon an unexpected crash or reload.
The plugin now gets a list of players to be added into a group, which will be read from a text or cfg file. Haven't decided which yet, any input or preference?
It also retains this data, even upon an unexpected crash or reload.
Kovu- Member
- Posts : 8
Join date : 2013-04-20
Re: TFKClasses
Okay that sounds great, and these groups will not be through PermissionsEx correct?
& I don't know the difference between the two files, but obviously if one makes it better or is easier for you just use that as long as it doesn't muck up anything
& I don't know the difference between the two files, but obviously if one makes it better or is easier for you just use that as long as it doesn't muck up anything
Re: TFKClasses
They will not be through PEX. I can add manual overrides VIA commands if you want when I'm done.
I'll probably use .cfg, as Bukkit natively supports them.
I'll probably use .cfg, as Bukkit natively supports them.
Kovu- Member
- Posts : 8
Join date : 2013-04-20
Re: TFKClasses
Okay, and yes, commands like /classes remove <classname> <user> or add would be useful incase there was ever somehow a bug where abilities overlapped or something.
Re: TFKClasses
Yeah, I was already going to add those, actually.
Kovu- Member
- Posts : 8
Join date : 2013-04-20
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